{"id":218,"date":"2016-01-14T14:32:29","date_gmt":"2016-01-14T14:32:29","guid":{"rendered":"http:\/\/www.mjyoung.net\/weblog\/?p=218"},"modified":"2016-01-14T14:32:29","modified_gmt":"2016-01-14T14:32:29","slug":"40-multiverser-cover-value","status":"publish","type":"post","link":"http:\/\/www.mjyoung.net\/weblog\/40-multiverser-cover-value\/","title":{"rendered":"#40: Multiverser Cover Value"},"content":{"rendered":"<p>This is <i>mark Joseph &#8220;young&#8221;<\/i> blog entry #40, on the subject of <i>Multiverser Cover Value<\/i>.<\/p>\n<p>In a <a href=\"https:\/\/www.facebook.com\/permalink.php?story_fbid=10156367646290414&#038;id=907565413\">thread on Facebook<\/a> on a completely different issue (an article I encountered on an effective non-lethal weapon) posters made some comments about the complexity of the <i>Multiverser<\/i> game system.&nbsp; I don&#8217;t happen to think it that complex, really (to create an Original <i>Advanced Dungeons &#038; Dragons&trade;<\/i> <a href=\"http:\/\/www.mjyoung.net\/dungeon\/char\/\">character<\/a> without limiting in advance what the player might want to be, the referee needs to have access to twelve of the thirteen hard-cover volumes), but they did tackle two of the more complicated areas:&nbsp; the spell system and the way to calculate cover value for armor.&nbsp; I promised to provide answers, and since I no longer have the Gaming Outpost forum for such things, the answers are going to land here.&nbsp; We previously addressed the issue of <a href=\"http:\/\/www.mjyoung.net\/weblog\/index.php\/38-multiverser-magic\/\">Multiverser magic<\/a>; this entry will deal with the cover value problem.<\/p>\n<p><a href=\"http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Combat.jpg\" rel=\"attachment wp-att-219\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Combat-239x300.jpg\" alt=\"Combat image from Multiverser: The Game: Referee&#039;s Rules, by Jim Denaxas, (c)E. R. Jones &amp; M. Joseph Young\" width=\"239\" height=\"300\" class=\"alignnone size-medium wp-image-219\" srcset=\"http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Combat-239x300.jpg 239w, http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Combat.jpg 287w\" sizes=\"auto, (max-width: 239px) 100vw, 239px\" \/><\/a><\/p>\n<p>This part of it was raised by one of the most experienced <i>Multiverser<\/i> referees out there, my own son Kyler:<\/p>\n<blockquote><p>While you&#8217;re talking about complicated math in multiverser, I&#8217;m surprised no one has brought up Cover. That was one of the first things I changed when I was trying to streamline the system.<\/p>\n<p>The math for Cover can get ridiculously complicated when you&#8217;re wearing layers of armor. &#8220;Add this, divide that. Take into account material density.&#8221; I abandoned it in favor of a system that focused more on where you were hit and ascribed a damage value to each piece of armor.<\/p>\n<p>I&#8217;m not saying that the Multiverser system&#8217;s way of dealing with it is bad. I&#8217;m just saying that it&#8217;s needlessly complex, basically no matter what we&#8217;re trying to do.<\/p><\/blockquote>\n<p>Ouch.<\/p>\n<p>Well, in my defense, the rule book does say that calculating cover is a complicated bit of math&#8211;but at the same time, that you don&#8217;t have to do it generally, as once for any piece of armor is sufficient.&nbsp; Reading some of the other comments on the thread, I&#8217;ll note that if for <i>Multiverser<\/i> purposes you&#8217;ve calculated the &#8220;cover value&#8221; of five different pieces of armor, and you wear them all, your cover value is simply the sum of all the pieces you&#8217;re wearing, even if they cover the same body parts.&nbsp; So the math is only difficult when a particular piece of armor is created or acquired, and after that the only question is whether you&#8217;re wearing the same pieces or left something off.<\/p>\n<p>So, what is the complication?<\/p>\n<p>How well armor protects is based on two factors, one of which is also based on two factors.&nbsp; The one factor is how much of the body the armor covers.&nbsp; It is kind of the joke that people wear bullet proof vests but are easily killed by a shot to the head.&nbsp; That&#8217;s why combat and riot gear includes helmets.&nbsp; The system would be complicated indeed if we required the referee to work out how much protection was afforded to each part of the body, but we allow a sort of fiction here&#8211;if you&#8217;re wearing a bullet proof vest, you are that much harder to hit, and the &#8220;cover value&#8221; takes into account that blows against your torso are less likely to penetrate, even though your head is still vulnerable.&nbsp; In theory, someone can aim for an unprotected head, but they&#8217;d take a size penalty on the shot.<\/p>\n<p>The second factor is how difficult it is to penetrate.&nbsp; We know from history that iron armor protects better than bronze armor, because iron weapons are more likely to penetrate bronze armor but not iron armor.&nbsp; It thus follows that a suit of white dwarf alloy (if such a thing could be obtained and worn) would protect better than a suit of aluminum.&nbsp; We cover this factor with a density number&#8211;nothing too scientific, just the application of a game concept of &#8220;density&#8221; extended to cover materials that have not yet been created.&nbsp; We also allow the issue of thickness, when it comes to armor&#8211;if you make your armor twice as thick, it&#8217;s more difficult to penetrate&#8211;but that particular factor is usually ignored because thicker armor of that sort is overly restrictive:&nbsp; armor that is twice as heavy is only twenty-five percent more protective.<\/p>\n<p>So the system really comes down to these two factors:<\/p>\n<ol>\n<li>How much of your body is covered by the armor?<\/li>\n<li>How hard is it to penetrate the material covering it?<\/li>\n<\/ol>\n<p>It&#8217;s not usually difficult.&nbsp; For example, let&#8217;s suppose someone gets a full suit of jointed full plate armor.&nbsp; The book suggests that such a suit covers ninety-five percent of the body&#8211;there are some slots for vision and air in the front of the visor, and a few small gaps where the metal comes together most of which open and close as the body moves.&nbsp; It would be made of a relatively hard metal, but that could be a softer one like bronze or a harder one like steel.&nbsp; Thus there&#8217;s a range of densities for hard metals, from 2@6 to 4@8.&nbsp; From there it&#8217;s simple to convert the values to &#8220;decimalized&#8221; numbers and multiply.&nbsp; If we&#8217;re looking at 95% coverage at 2@6 density, that comes to 26 x 0.95=24.7, which we round to 25, a 25 percentage point penalty on incoming attacks.&nbsp; If we have heavier denser metal, say a 4@8, that&#8217;s 48 x 0.95=45.6, again rounded to 46.<\/p>\n<p>It looks complicated probably probably for two reasons.&nbsp; One is because of that table in the book that looks like this (you don&#8217;t have to read this table, it&#8217;s just here so you can see it):<\/p>\n<p><a href=\"http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Cover.jpg\" rel=\"attachment wp-att-220\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Cover-300x155.jpg\" alt=\"From Multiverser: The Game: Referee&#039;s Rules, (c)E. R. Jones &amp; M. Joseph Young\" width=\"300\" height=\"155\" class=\"alignnone size-medium wp-image-220\" srcset=\"http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Cover-300x155.jpg 300w, http:\/\/www.mjyoung.net\/weblog\/wp-content\/uploads\/2016\/01\/img0040Cover.jpg 758w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><\/p>\n<p>That makes it look complicated&#8211;add this, subtract that, put it all together to get a number&#8211;but ultimately, all it&#8217;s really saying is, figure out how completely the wearer is covered.&nbsp; It tries to take into account things that should be considered&#8211;chain doesn&#8217;t really cover your entire body because it has little holes in it, and we&#8217;ve all read stories about the arrow or knife that went through the holes in the chain armor.&nbsp; Ultimately, though, all the referee really needs to do is decide what percentage of the body is covered&#8211;or conversely not covered&#8211;to get his basic &#8220;percent covered&#8221;.&nbsp; That&#8217;s all that that table is for.<\/p>\n<p>The second complication arises, though, when players attempt to &#8220;game the system&#8221;.&nbsp; They&#8217;ll usually try to make armor thicker to get more protection out of it&#8211;and sure, a phone book is harder to penetrate than a manila envelope, so thickness does matter.&nbsp; It does not matter if the design uses layers&#8211;that is, if you&#8217;re wearing a chain shirt under solid breast and backplates, you get the full value of both.&nbsp; It&#8217;s only complicated if you make the material thicker, such as making the breastplate half an inch thick instead of a (standard) quarter inch.&nbsp; That requires a bit of math&#8211;but the thickness of the armor is not going to change, and wearing multiple layers of armor is simple addition, so you only have to do the complicated bit once.<\/p>\n<p>After all, how many times does someone get a new suit of armor?&nbsp; A few minutes to work out how effective it is should not be that much of a problem.<\/p>\n<p>The game also has rules for ablative armor&#8211;armor which protects by absorbing damage&#8211;but these rules in essence say that unless the ablative armor is also stated to provide cover value, it does not provide cover value and so isn&#8217;t part of this calculation at all.&nbsp; There can also be complications if someone is hiding behind a wall and someone else is destroying the wall, but that&#8217;s an attack on cover or structures, not at all about armor, so it&#8217;s not part of the usual &#8220;cover value&#8221; issue.<\/p>\n<p>Or did I miss something?<\/p>\n<p> [contact-form subject='[mark Joseph %26quot;young%26quot;&#8217;][contact-field label=&#8217;Name&#8217; type=&#8217;name&#8217; required=&#8217;1&#8217;\/][contact-field label=&#8217;Email&#8217; type=&#8217;email&#8217; required=&#8217;1&#8217;\/][contact-field label=&#8217;Website&#8217; type=&#8217;url&#8217;\/][contact-field label=&#8217;Comment: Note that this form will contact the author by e-mail; to post comments to the article, see below.&#8217; type=&#8217;textarea&#8217; required=&#8217;1&#8217;\/][\/contact-form] <\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is mark Joseph &#8220;young&#8221; blog entry #40, on the subject of Multiverser Cover Value. In a thread on Facebook on a completely different issue (an article I encountered on an effective non-lethal weapon) posters made some comments about the complexity of the Multiverser game system.&nbsp; I don&#8217;t happen to think it that complex, really &hellip; <a href=\"http:\/\/www.mjyoung.net\/weblog\/40-multiverser-cover-value\/\" class=\"more-link\">Continue reading <span class=\"screen-reader-text\">#40: Multiverser Cover Value<\/span> <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[2],"tags":[37,3,29,4],"class_list":["post-218","post","type-post","status-publish","format-standard","hentry","category-games","tag-game-mechanics","tag-games","tag-multiverser","tag-probabilities"],"_links":{"self":[{"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/posts\/218","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/comments?post=218"}],"version-history":[{"count":1,"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/posts\/218\/revisions"}],"predecessor-version":[{"id":221,"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/posts\/218\/revisions\/221"}],"wp:attachment":[{"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/media?parent=218"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/categories?post=218"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.mjyoung.net\/weblog\/wp-json\/wp\/v2\/tags?post=218"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}